Okay, so I'm doing this with Fighter, basically just like CM's run. The difference is that I'm using Def Present instead of HP Present. Unlike CM's run, I'm doing it basically the same way I did it in my other playthrough- liberal Arena use, liberal Rainbow Potion use. This time, I'm going to be allowing myself up to four Rainbow Potion uses per chapter.

With that said, I'll shamelessly steal this from CM's thread... with some alterations.

- Lunatic Playthrough, assuming H3 is completed (note: technically I do have stat boosters unlocked)- Male Reclass Limits Removed.- Extra Stat Boosters are allowed.- Arena use will be semi-liberal but only used to top off characters who are close to a level at the end of a chapter.- Rainbow Potion ALLOWED. I'm bumping it up to 4 max uses per chapter since reasonably you don't actually need Rainbow Potion very much after about halfway to two-thirds of the way through the game.- Real-Time Clock allowed. Fuck it.- Aside from Rainbow Potion and Maturity Drop (which is going on Marth), Wi-Fi Shop is NOT ALLOWED.- Efficient, of course. I'm definitely NOT going for 100% completion, so I will be ignoring recruitment of many scrubs in this game, such as Cord, Bantu, and whoever else sucks too much for me to care about.

I don't really like this chapter. The bottom Fighter needs to have 12 Strength so that he leaves MU with 11 HP, which allows him to survive Shiida after a Vulnerary use. Rody gets good EXP, and I pick up my DEF proc.

This map was actually weird, simply because I wanted to get levels for Luke and Rody, and the left side always gives me fits. However, having both of the archers take the top path actually simplified things significantly, since it meant that I could charge Cain with my full main force and not have to worry about my southern group (Merric/Athena). I pull something fancy to ensure that the Cavalier that spawns doesn't attack the same unit as Cain- Luke procs his 8th point of Defense, and MU still has 7, so I put MU to the left of Cain and Luke below him. Since Cain moves before the spawned cavalier, he attacks MU while the Cav attacks Luke, despite the fact that both attacking Luke would kill him without fail. Thanks, terrible AI.

What fun. This chapter is a huge pain in the ass, and you've gotta go all Muhammad Ali on it to do it right. This chapter is all about managing HP effectively. If you're not using ALL of your vulneraries there's no way that you're going to get through this okay. Basically, the name of the game is using your units in shifts. The first 6 turns are you weathering the storm of bullshit reinforcements that come at you, because the two silver bandits and two mages chain pull, preventing you from venturing out of the first room too early.

Once you get done with the reinforcements, the real test begins. Fighter MU is AWESOME here, because he's able to OHKO the mages and do a ton of damage to bandits. By the time you get to the thieves, your units will all be weathered, beaten, and just generally torn up. Wrys sucking ass at healing, healing only 9 HP at base.

That said, this chapter is fun. It's very exacting, but at no point does it just feel stupid. Every movement is exacting, and choosing the right character to use to attack is the most important part of the mission. At any given time you can be in serious danger, and the pulling, positioning, and AI abuse needed to successfully transition between offense and defense to eke out a win is incredible.

I went a bit overboard on the Rainbow Potion here, because it allowed me to basically go nuts on turn 1. Every RP use lets me ORKO an opponent. I kill 5 bandits and the Hunter on turn 1, partially through the help of Marth critting one of the bandits. Accessing the village on turn 2 prevents the thief from spawning, which makes getting the bullion really easy. Cecil sacrifices herself to break through the choke, as it prevents 2 enemies from attacking MU on the fort. By moving Marth as much as possible on every turn and pulling the choke on chapter 4, the 7 turn is possible.

Looking good, looking good. Not much to say at this point, aside from this...

Nice find with Pirate Rody after Prologue. Though looking at averages, lvl 6 does not warrent 10 AS as a cav, but rather 9. I think if you got a few more kills on him instead of to Shiida, he could manage on a normal scale. Looking at Shiida's level, it would only cost her one...and really, how big a deal is one level to Shiida? She's still gonna double and wing spear it up, even as a cav.

with everyone conditions things will be easier to you. I mean in Chapter 1 you can (if you wish) talk to Lawrence and the next turn use the save tile seize and get your RoRo axe in Chp 2!

BTW I found a waste Having 6 Roro axe in the begining of midgame and only My unit using them, also there are those 6 Elixirs I never used and finally 3 Ogma swords and no sword user for them. I only had One Camus Lance and one Kleine Bow through all the game

"Everyone's Conditions" really doesn't help things much. The special weapons aren't that special, Elixirs are rare, and stat potions don't stack with Rainbow Potion. I'm more likely to get EXP or stat boosts on units I don't give a damn about than anything useful.

I went light on the RP this time to make up for my overuse last chapter. Marth gets it for a general performance buffer, My Unit gets it to ORKO Dragon Knights as a Fighter, and Luke gets it to ORKO Cavaliers as a Pirate.

Rody runs left, cutting off the thief and pulling one of the Silver Sword cavaliers. Everyone else guns it straight through, barreling down the center. I recruit Warren for two reasons: He can still chip the shit out of Dracoknights, and his low Defense makes him the prime target when I want to suicide a unit to break a nasty situation. He performs this job admirably, pulling a Dracoknight away from a heavily injured Draug/Catria. This allows me to move Marth forward toward the throne instead of covering my 4HP Catria, which results in me 6-turning the chapter. Much awesome to be had.

I decided to try something a little different in this run... going through the bridge. Bord is always kinda meh, and I really don't need the hammer. Marth, Luke, and Rody jet left to deal with the bridge, while the rest of my team stay behind to deal with the dracoknights. I manage to manipulate the AI in such a way that I don't actually need to suicide anyone. Palla did her thing up north, and unfortunately, Matthis suicided on Jake. Useless prick.

Going through the bridge prevents me from recruiting Bord or Matthis (fuck his AI, if he was just smart enough to use his Javelin to attack at range, he'd survive), but neither of them is actually usable or anything. It also lets me cut this stupid fucking chapter from 17 turns to 14. Awesome.

This chapter is stupid. I really didn't want to use Arran, but the southern archer and the archer chasing Wrys kinda forced my hand. Damnit, why couldn't Pegasi be 9 move like Cavaliers? Anyway, no turns to be shaved here, unfortunately.

My Unit gets a hilariously good level up. It might be promotion time for him soon...

Turn 1, I kill all the bandits and the hunter at the starting position, as well as the Armorslayer thief in the south. From here on out, Luke, Gordin, and Linde stick around to mop up the reinforcements, while Palla, Rody, My Unit, and Catria go to help out with the Pirate rush. I pull the pirates on turn 3, which is a touchy affair, and it took a couple tries to get them to pull in the right directions, but eventually I managed it. I recruit Sirius on turn 5 and give him the Rainbow Potion, which allows him to double the remaining Pirates.

Well, I know that if you get in range of the hunters, they'll move up to attack you. But I suppose that just is a minor annoyance for Ogma to recruit Sirius, therefore helping us when the pirates rush in.

Maybe I should clarify my previous post, since it seems ambiguous. I recall that you can pull individual pirates at any time, but on turn 3, they'll all start moving. You can't pull them all at once before then unless you manage to pull all of them individually, but I think that's nearly impossible.

Yeah, the touchy bit with the turn 3 "pull" was mainly getting them to move in the right direction. Getting only the Hunters to wander over toward Ogma/Marth was a pain in the ass, and by the end of it my squad of Palla/MU/Rody/Catria was pretty worn down.

Promoted MU here, turning him into a flying axe-wielding murder machine on steroids. ORKOs DKs while being 6HKOed by them. Step the hell off. Rody, Marth, Linde, and Sirius get the Potion. Linde can OHKO Mages with Aura and double Cavaliers. Sirius is, well... Sirius. Marth and Rody also gain the ability to ORKO Cavaliers.

Fuck this bridge. The charge at the beginning is manageable, but the bridge is just stupid. I manage it by hitting the front Knight with Linde, killing the Javelin one with Marth, and killing the Stonehoist Ballista with Sirius. My Unit goes and kills all the Dracoknights before continuing north and nicking the Master Seal and Physic. I will fully admit that I used the savepoint on the island to reload for a crit on the Sniper add on the bottom of the map, but fuck it. That's what Savepoints are for.

Fun fact: I had to restart this chapter once because I completely forgot to move the Rescue staff from Yumina to Malliesia.